VoxelMap is a minimap and worldmap mod that makes a great effort to be accurate to the colors you see in the world (and your resource pack). Display your surroundings, or view the entire (explored) world. Use your mouse to click and drag the world map, and mousewheel to zoom.

The mod has useful functionality like per-dimension waypoints, mob icons, teleport to waypoint (if the player has permission), and nether mapping. Optional chunk grid and biome overlay (with biome labels in full screen mode)

Please vote for and watch this bug: https://bugs.mojang.com/browse/MC-7508It's been around since beta 1.8 and I'd like to see someone fix it
Fixed in 1.8 final! Existed from beta 1.8 to final 1.7.10 haha

Zan for starting this mod, Lahwran for continuing it. Maczaz for first 3rd party translation (Polish)! johnbohn for Swedish, Thegajout for French, tynnoel99 for Norwegian, elespontaneo for Spanish, Scarlet pangolin for Russian, farenheirh for Bz Portug.

1.6.231.9 and up fix for optifine CTM method overlay, could cause blocks to appear black on map (Sphax BDCraft for example)1.10 and up fixed polar bear icon1.11.2 and up re-added some Twilight Forest icons now that mod is resurrected1.12 fixed parrot icon1.12 added Illusioner iconFix for possible periodic flash with the radar turned on (when failing to create mob icon). Prevented flash; also won't continue to try to make that mob's iconMap can use custom icons (in resource pack etc) for built-in mobs too now

1.6.21fix for guardian elders (1.11+)fix for players or mobs wearing plain Steve skull (crash fix for 1.8.9 and below, just visual otherwise)screens with filters (waypoints, mob select and player select) start with those filters focused. IE you can open the waypoint list and start typingsupport for a lower res background map that shows the whole server (not just areas players have explored) if it is included in a server resource pack (or elsewhere)new keybind: toggle in-game waypoints on/off (unbound by default)

Update #180 : 01/16/2017 10:08:17 am1/16/17

1.6.20slime chunks (and option to enter server's seed, if you know it. Otherwise SP only)click coordinates in worldmap to enter your own, the worldmap will jump to themwaypoint view distance affects minimap as well as in gamespectators can see other spectators on the minimapminimap hides with f3when in the top right corner the minimap moves out of the way of potion effect icons (doesn't apply to 1.8.9 and below)fixed world map zoom not centering on cursor on really HD displays

Update #179 : 12/24/2016 10:14:10 pm12/24/16

initial release for 1.11.21.11 and up get new old north functionality: toggling Old North on ( for those old alpha/beta maps) actually moves the sun/moon to their original location as well as rotating the map 90 degrees

Update #178 : 12/09/2016 2:09:38 pm12/09/16

1.6.18fix for hand rendering transparent if in-game waypoints are set to beacon only (fix needed for 1.9.0 and up only)

Update #177 : 12/06/2016 6:12:01 pm12/06/16

1.6.17fix for freeze in the world map with biome overlay and old north onfix unreadable coordinate text for users with unicode font on smaller window sizesfix for multiworld automatic world matcher breaking if too many areas went from water to dryradar correctly shows blocks on head that have a different model as an item than as a block (1.8 and up)

pre 1.11 versions also get these fixes backported (introduced in VoxelMap 1.6.16 for Minecraft 1.11)artifacts around radar icons after changing resource packstooltip showing when it shouldn't on the player selection screen (for sending waypoints)wearing player heads shows correctly on radar

Update #176 : 11/22/2016 7:43:50 pm11/22/16

1.6.16fix shulker iconfix vex iconfix for possible corruption around the edges of icons when switching texture packsplayers wearing other players skulls now show the other player's face on the minimap (instead of steve)slightly better handling of multiworld recognition for skyworldsfix for tooltips displaying when they shouldn't on the player selection (for waypoint sharing) screen

Update #175 : 11/17/2016 3:53:22 am11/17/16

uploaded version for Minecraft 1.11

Update #174 : 06/29/2016 10:54:04 pm6/29/16

uploaded version for Minecraft 1.10.2

Update #173 : 06/27/2016 8:42:06 am6/27/16

1.6.15initial release for 1.10can toggle map off with map menu key (like the inventory screen). Also fixes bug where pressing map menu key while map was open would cause it to open again immediately when it closedzooming map with mousewheel doesn't scroll through inventory slots

1.6.131.9+ only hotfix: fix to allow world map panning with movement keys when Forge is installed

Update #170 : 06/01/2016 9:37:54 pm6/01/16

1.6.12fix waypoint share to allow names with unicode and punctuation fix crash in worldmap when movement/sprint keys were bound to unicode charsfix for possible crash with resourcepacks with enormous font imagesshow in world icon for disabled waypoint if it is highlightedshared waypoint tooltip translated

1.6.9initial release for Minecraft 1.9.4. Also has some fixes that will eventually come out for older Minecraft versionsfix for packs with super HD fonts not showing player names on the minimapfilter in the mob show/hide selection screen.better occlusion of in-game waypoints by really distant terrain

1.6.7bugfix: couldn't mouseover waypoints in the netheradded hotkey to go straight to the waypoint menu

Update #164 : 04/29/2016 12:01:07 am4/29/16

1.6.6in-game waypoint signs changed from name+distance to icon (name+distance shown on mouseover)highlighted waypoint/coordinate shows up in-gamefix crash when right clicking on unloaded region in the world mapbetter handling for barrier blocks (1.8 and 1.9)better handling of waypoint transparency, especially with water (1.9)

Update #163 : 04/23/2016 11:00:08 pm4/23/16

1.6.5added ability to share waypoints and coordinates with other users of VoxelMap and JourneyMap. Right click on world map, or from the waypoints listPolished the highlight waypoint interface (more obvious how to remove highlights)bugfix: prevent crash when a player wears an enderdragon head (1.9)

Update #162 : 04/20/2016 2:38:05 am4/20/16

1.6.4search for waypoints on the waypoints screen (like creative inventory search)highlight specific waypoint or spot on the world map (can make a waypoint easier to find if there are hundreds)

Update #161 : 04/17/2016 12:54:22 am4/17/16

1.6.2initial release for 1.9

Update #160 : 03/29/2016 4:02:21 pm3/29/16

1.6.0initial release for 1.8.9

Comments : 4,495

This is how I made it work with the 1.12.2 update. I first found the mod folder in minecraft where the voxel mod is located. I right clicked the file (mod_voxelMap_1.7.0_for_1.12.1 file) and opened with winrar. You will see folders and a couple of files but the only one you are concerned with is the file named (litemod.json). This part is important. Without extracting the whole file you must only open the (litemod.json) file . I double clicked that file only and it asked what program I wanted to use to open it with. It will open with notepad. When it is opened the only thing you have to change is the "mcversion": "1.12.1" to "mcversion": "1.12.r2". I then saved the file before i closed it in notepad. You then should see winrar asking you if you want to save changes that you made . Make sure you click yes then close winrar. Thats all you have to do. This also worked on all other mods i wanted to work with 1.12.2. I did this by following the instructions I found from Mumfrey who created Liteloader. His instructions can be found here http://www.minecraftforum.net/members/Mumfrey/posts

Got it working just fine. One question though and that is any previously/newly downloaded mods, how do you get them to work through LiteLoader? (If at all possible) I tested my inventory mod in the 1.12.1 folder it creates and the hotkeys didn't prompt the mod function. On the flip side obviously they didn't work in the base mods folder in .minecraft. otherwise I wouldn't have tested. Great mod and love the mob icons displayed on the mini. Just awesome!

if you are using MC 1.12.1, any litemods in the mods/1.12.1 folder should get picked up. They should get picked up in the base mods/ folder too though. In both cases, only if they are made for MC/Liteloader 1.12.1. If a mod is made for a different version it gets ignored (better than trying to load it and crashing)

Not working for me. I followed the instruction in the tutorial. When I extracted the zip file, it told me that several files shared the same name. Why is that? I tried skipping them, renaming them, overwriting them. How do I get around it so that it will work?

it's just a warning from Forge. Forge doesn't like it when mods call System.exit, it would prefer exit calls go through it. But since VoxelMap can run without Forge installed at all, I call it directly (in case something goes terribly wrong) anyway. When Forge sees it, it takes control of exit. It's nothing to worry about. I've never actually seen the situation where I call System.exit happen anyway. If you have a crash it is guaranteed not related to that warning message from Forge

you can open up te .litemod file and check what is in there. It's just a .zip file with a differnent extension (like a .jar file). You can open it without renaming it using winrar or something. All the images are in /assets/voxelmap/images. Images with the same path and name in a resource pack will override them

you're not seeing a version that requires forge, no. But Liteloader and Forge work fine together. If you have Forge installed, put the liteloader jar (select "extract" in the liteloader installer) into your mods folder, with the voxelmap .litemod file. You can just treat it like a forge mod

crash-2016-12-27_19.43.45-clientDid everything to a T i believe can anyone understand this code and explain it to me please. Spent a long time trying to get this to work and i thought i had it till now/

ah unexpected side effect. changed material from plant to wood (something like that) so they'd show up on the precipitation table (and on the minimap). Client side only change (includes single-player, which is just a local MP instance) so there's no change to the world as stored. BUT apparently whether water affects them can be changed by a client side property. Looks like water affects things that are material "plant". It's nothing permanent: load up the world without VoxelMap and they'll behave as normal. But yeah with VoxelMap that will happen. I'll have to reconsider

yeah optifine jar in mods if you have liteloader installed. If you already installed optifine and have an optifine profile, *maybe* the liteloader jar ("extract" in the liteloader installer) will work, but TBH it's easier to just run the liteloader installer and use the liteloader profile with the optifine jar in mods. Easier in the sense that I know that works :)

thanks for the crashdump. Will need a bit more though. The crash says the map isnt there. It failed to initialize. Whatever caused that to happen was earlier on though, would need the full log to see what.

OTOH I'll be putting out an update this weekend to fix a couple things

looks like you have both a Voxel Map and a Voxel Nap litemod file heh. Not like that should matter - both are being ignored. Something about their internal structure is wrong. Could you download the 1.10.2 .litemod file using firefox or something to avoid the extension getting messed with?

Other thing would be to make sure you have the latest liteloader for 1.10.2. The first release for 1.10 supported 1.10 only. First release for 1.10.2 supported 1.10.2 only. Later releases support both for mods that mark themselves as compatible. Marking them like that makes them not work with the older Liteloader versions.

Ok thx for the help I'm gonna do both it might help me latter when I'm adding mods to just get the newest light loader and that kinda makes sense about the whole internal structure thing. I extract it and then repackage it after and change the name (That's where I changed it to "Nap"). I'll defiantly try this and I'll let you know if I have any problems.